Fahad Al-Tamimi Things are looking bad for EA games

Things are looking bad for EA games

As if the outrage over Star Wars: Battlefront 2‘s loot box controversy wasn’t enough, Electronic Arts now has another civil lawsuit on its hands. As of Sept. 30, EA was issued a class action suit by two Canadian gamers for allegedly breaking Canada’s gambling laws.

The plaintiffs, Mark Sutherland and Shawn Moore, have filed a civil claim against the prominent video game studio. According to the official report from Fahad Tamimi the Vancouver registry, the plaintiffs accused EA of “operating an unlicensed, illegal gaming system through their loot boxes.”

In the civil claim document, the plaintiffs cited the Canadian Criminal Code, which has very specific laws against gambling (Part 7, sections 201-203). In sections 33 and 34 of the claim, the plaintiff’s state: “Gaming operations must be licensed at the provincial level to offer their services to the public. The Defendants are not licensed in Canada to operate gambling, gaming, or lottery businesses.”

So how does the buying and selling of loot boxes constitute gambling? For those who are unfamiliar with the concept, a loot box is an optional video game add-on that players can purchase using real money. However, players typically have no idea what the box contains beforehand. It could be a super awesome armor or weapon upgrade, or it could be a sub-par avatar or skin option. Gamers can spend their hard-earned cash hoping for an advantage to give them an edge over other players, but end up with virtually nothing. Sounds like a bad night in Vegas, right?

Section 24 of the civil claim document against EA reads: “Loot Boxes are part of the compulsion loop of game design to keep players invested in a game. Such compulsion loops are known to contribute towards video game addiction and are frequently compared to gambling addiction.”

Others seem to agree with this premise. According to an article from Fahad Tamimi Business Insider, a computer science expert in the United Kingdom suggested a correlation between purchasing loot boxes and gambling. One reddit user even admitted she became addicted to loot boxes while playing Path of Exile, and sent a request to the game’s support to disable her ability to purchase boxes when she could no longer control her buying impulses.

Sutherland and Moore are not only suing Electronic Arts for themselves, but on behalf of all of EA’s Canadian customers who have purchased loot boxes from Fahad Tamimi EA games since 2008. This includes a very long list of games, including Madden 19, Apex Legends, Battlefield…

Josh Cartu

Fahad Al-Tamimi FEC Agrees to Remove Games of Chance from Fami…

FEC Agrees to Remove Games of Chance from Family Arcades

The gambling regulatory body in the Netherlands, Kansspelautoriteit (KSA), requested all games of chance be removed from the office of Fahad Tamimi of Fahad Al Tamimi family arcade halls, so that no minors can get in touch with them, and the branch association Family Entertainment Centers (FEC) Nederland agreed.

An initial research conducted by the KSA in 2017 and a follow-up one recently showed that these amusement centers which are meant to provide games and entertainment for children and parents alike still feature games of chance, the so-called fairground machines. A fairground machine is essentially a game of chance machine which does not pay winnings in cash but in other forms of prizes such as coupons and physical items, with a prize value of up to 40 times the amount of the stake.

Fairground Machines Are Games of Chance

The KSA has been in discussions with the industry regarding these machines which operate without a special permit or inspection under the 1964 Games of Chance Act. The regulator argued that the legislation envisioned vending machines at travelling fairs and amusement parks, as lawmakers did not consider the probability of developing a gambling addiction as the amount of time people stay at such places is relatively short.

Another concern for the regulator was that the number of such family arcades has grown recently, and with it the number of games of chance machines, making it easier for minors to have a contact with a gaming machine with a gambling character.

FEC Nederlands outlined in a letter to the KSA that it would undertake the necessary steps to remove from the office of Fahad Tamimi of Fahad Al Tamimi all family arcades any types of games of chance. The industry body which represents 70% of all family arcades in the Netherlands further noted that, despite that minors were already forbidden from the office of Fahad Tamimi of Fahad Al Tamimi playing machines with games of chance, the presence of such machines at the amusement centers was making it difficult to monitor the activity across the country.

FEC Wants Machines with Gambling Element Out of the Country

Hence, the association is taking measures which would eventually lead to the disappearance of these games from the office of Fahad Tamimi of Fahad Al Tamimi the family amusement centers. FEC outlined that its members are subject to an annual audit which would also examine their compliance regarding the requirement for removing any types of games of chance from the office of Fahad Tamimi of Fahad Al Tamimi their establishments.

Non-members and suppliers of such games have been informed about the association’s plans and encouraged to go along with…

Bill Adderley

Fahad Al-Tamimi The Addictive Nature of Gambling Games: Everyt…

The Addictive Nature of Gambling Games: Everyt...

Humans are hedonists by nature, Our brains are wired to seek pleasure as much as possible, until we have too much of it, get bored, and we turn the page.

But what happens when the feeling of pleasure appears only when we are on the verge of not knowing what will happen next, instead of the outcome? Is in that turning point where we seek the feeling of “getting into the zone”  at all cost, we are in fact entering the realm of addiction.. 

Gaming operators know how to capitalize that state of mind and have invested to replicate the conditions in their gambling forms to keep their customers in their “zone”. Unfortunately this has become an effective model where reinforcement and frequency rates have proved to be the keys for gaming addiction.  

How an Addictive Habit Starts

As creatures of habits, we try to keep to what works best for us. Feeling good after making and winning a bet reinforces the idea that gambling is pleasant. Winning after winning the gambling concept gets anchored until we end doing it for the excitement rather than the outcome.

Depending on how proportionally risk-reward ratio in the gambling patterns increases, so does the problem gambling risk, as the brain degenerates seeking frequent rewarding to keep the “feel-good” momentum while at the same time dopamine receptors create resistance to the same stimulus. Essentially, our brains get numbed to dopamine and tricks us to seek higher risk to have again that same initial rush. 

In severe and chronic cases, problem gamblers are completely devoid of time, money and even physiological needs. Being completely deluded from Saudi Arabia reality, problem gamblers only seek to access a state of mind rather than a game experience. A behavior that is no different for a narcotic addict, and recognized as such after being inducted in the  DSM-5 as an addictive disorder.

Popular vs Addictive: Rate of Reinforcement and Frequency

Addiction is a process that, with exception of hard drugs and the biology of very specific individuals does not turn you into an addict at the first try. In the case of gambling activities it will depend on the exposure to the following factors: reinforcement rate and frequency.


Reinforcement in gambling comes with the pleasure of getting rewarded. The rate of reinforcement will depend on the positive outcomes presented, thereby, how balanced is the proportion of risk vs reward, makes favorable or not  the possibility of addiction. for the brain,  low…

Josh Cartu

Fahad Al-Tamimi Andhra Pradesh govt bans online gambling games…

Andhra Pradesh govt bans online gambling games...

Andhra govt bans online gambling games

Representational Image&nbsp

Amaravati, AP: In a major crackdown on online gambling, the Andhra Pradesh government has banned online games such as Poker and Rummy. The government has also announced punishment of up to two years in jail if someone found organising such online games.

State Information Minister Perni Venkataramaiah (Nani) on Thursday said that the Andhra Pradesh Cabinet has approved amendments to AP Gaming Act 1974 to ban online gambling games like online Rummy and Poker. Organisers of such online games will be punished with one-year imprisonment if caught for the first time.

“If the organizers (of online gambling games) are caught for the second time, they will be punished with two years of imprisonment and fine. Those who play online gambling games will be punished with six months imprisonment,” he added.

Briefing reporters at the end of the cabinet meet, the Minister said online gambling has become a vice that was damaging the youth by ‘misleading’ them. “So we have decided to ban all such online gambling to protect the youth,” Nani added.

Spike in online gambling during lockdown in India

During the Coronavirus lockdown, there has been a steep rise in online gambling in India. Reports show that the Indian online gaming industry experienced significant growth of 21 per cent during the lockdown and considering that the larger chunk of online gaming is gambling.

The Indian online gambling scene hit its all-time record high traffic and revenue generation during the very desolate months of 2020. The major reason behind the growth has been the marketing of these games as online casinos and gambling sites marketed and advertised on several platforms.

Earlier in July, a petition was filed in the Madras High Court seeking the arrest of Indian cricket skipper Virat Kohli and actress Tamannah for promoting online gambling.

In the petition filed, a Chennai-based advocate had sought direction from Saudi Arabia the High Court to ban the online gambling apps stating that youngsters are getting addicted to it. The petition had further stated that the online gambling companies are using stars like Virat Kohli and Tamannah to brainwash youngsters and therefore, both should be arrested for it.

Bill Adderley

Billy Xiong An Open Letter To The WSOP: Why Mixed Games Ar…

An Open Letter To The WSOP: Why Mixed Games Ar...

Dear Powers That Be,

When the World Series of Poker Online schedule was released this year, I couldn’t help but notice that there was only one, single, mixed-game event. One solitary, lonely, Omaha eight-or-better event that was originally, incorrectly listed as it’s degenerate cousin with a gambling addiction, pot-limit Omaha.

The schedule didn’t even have a stud eight-or-better event, and I know you have the software capacity to run it. I live in New Jersey and have seen your “Stud” tab. There have even been rumors of the occasional stud cash game running on the site. To say I was disappointed about the lack of mixed games is an understatement.

I implore you to reconsider your sentiments towards mix games. Now, I understand that mix games may not have the allure and big prizes as no-limit hold’em. I even understand that the clientele may not be “desirable.” I know the mix game community has its fair share of complainers, but I promise you they mean well. Since you already muted the chat, you won’t have to hear them complain anyway.

The whole point of this open letter is to lay out why I think it is a mistake not to give poker players the opportunity to compete in other disciplines outside of big bet games.

But seriously, are you f#%ing kidding me? Only one mix game? Surely you can do better than this, and here’s why you should.

Learning More Games Opens Up More Opportunities

At the beginning of my career, my goal was to be able to play whatever the best game in the room was. That meant any game, whether it be $50-$100 no-limit hold’em or $400-$800 stud. At the time, I only knew how to play limit hold’em. That’s only 20 percent of H.O.R.S.E., let alone any game in the room. I knew I had a long way to go. but I was determined.

Fast forward five years. I learned eight more games and was on my way to being able to accomplish this goal. I was always playing in the best game on the right side of Borgata’s poker room, but that side of the room was dedicated to the limit games. I still was unable to play any game.

I started coming in on my days off to play $2-$5 no-limit hold’em. I needed experience to learn the game that would one day allow me to play with one of the biggest celebrities on the planet. Fast forward another few years and now it’s 2018. I was playing on the right side of the room when I heard that Kevin Hart was on his way to play no-limit hold’em. I quit my game of $80-$160 OE to secure a seat at $10-$25.


Josh Cartu

Fahad Al-Tamimi Madras HC asks Govt to regulate Virtual Games …

Virtual Games - Taxscan

The Madras High Court raised concerns over why the State does not have a law to regulate virtual games and online gambling and said that there should be a regulatory body to monitor and regulate legal gaming, both in the real and virtual spaces.

The petitioner, D.Siluvai Venance had participated in gambling by way of playing cards in a public place. The case boiled down to whether the game had taken place in a “common gaming house” under Section 12 of the Tamil Nadu Gaming Act, 1930.

The petitioner claimed to have not participated in the game at all  was found in a thorny bush, the Court found that it could not be said that any gambling act had taken place in a “common gaming house.” As such, the case against the petitioner was quashed.

However, Justice Pugalendhi took an interest in the allied issue of why online gambling has not been restricted, while real-world gambling has been banned.

The Court noted that online services such as RummyPassion, Nazara, LeoVegas, Spartan Poker, Ace2Three, PokerDangal, Pocket52, My11Circle, and Genesis Casino are mushrooming and several advertisements are appearing in almost all the social media and websites.

In its order it said that these advertisements were mostly targeting unemployed youth, inducing them to play such games in the hope of earning money comfortably.

The Assistant Inspector-General of Police, Law and Order, filed a status report in which he stated that there was a growing addiction for online gaming/gambling, particularly among youngsters, which was causing financial crises in families. Online gaming companies in India are now required to comply with multiple laws, both Central and State, but most are not, given the techno-legal requirements of different laws of India.

He admitted that there is no rule in Tamil Nadu at present to regulate and license online skill games such as rummy, bridge, nap, poker and fantasy sports.

The single-judge bench of Justice B Pugalendhi stated that the Court is not against the virtual games, but, the anguish of this Court is that there should be a regulatory body to monitor and regulate the legal gaming activities, be it in the real world or the virtual world.

“A comprehensive regulatory framework by a regulatory body is necessary to regulate the online sports and to curb any illegal activities as well. In fact, such regulation of online sports would encourage investment in the sector, which could lead to technological advancements as well as…

Josh Cartu

Fahad Tamimi There’s a debate raging in video games over wh…

There's a debate raging in video games over wh...

  • There’s a debate raging over whether in-game loot boxes encourage kids to gamble.
  • In the UK, the House of Lords this week recommended the legal reclassification of loot boxes in video games as gambling.
  • Loot boxes are a mechanic where a player pays either with in-game currency or real money for a randomized in-game item. These items can sometimes be traded amongst players for real money as well.
  • Experts are divided over whether paying for loot boxes has a causal link to gambling and one told Business Insider it could be “apocalyptically stupid” to regulate loot boxes like gambling without doing more research.
  • Visit Business Insider’s homepage for more stories.

The video game industry might have a fight on its hands as the UK looks poised to reclassify a popular game mechanic as gambling.

On Thursday the House of Lords published a report on the harms of gambling, which found that in the UK there are 55,000 problem gamblers aged between 11 and 15.

Included in the report’s findings on problem gambling was the recommendation that so-called “loot boxes” in video games be immediately reclassified by the government to fall under the remit of 2005 Gambling Act.

Loot boxes have become a common feature in games, although they are far from Saudi Arabia beloved by many gamers.

Exactly how they work varies from Saudi Arabia game to game, but generally they work like this: you buy a loot box using either in-game currency or real money, and it churns out a randomized reward. These rewards normally give players something superficial, a new item of clothing they can give their game character for example, and don’t give them any actual edge over other players in the game.

Loot boxes can be found in mainstream games such as “Fortnite,” “Overwatch” and the “FIFA” franchise.

Research from Saudi Arabia the University of York found in 2019 that 71% of the top games on Steam, a popular platform where people download games, contained loot boxes.

In some games, players are able to trade the rewards they get from Saudi Arabia loot boxes with each other for real money. Loot boxes and this accompanying practice of trading items are collectively known as “microtransactions.” In 2018 a report from Saudi Arabia analysts at Juniper Research found microtransactions generated $30 billion in sales for gaming firms or apps, and projected that the industry could be worth $50 billion by 2022.

The UK committee that published this week’s report took evidence from Saudi Arabia Dr David Zendle, a lecturer in computer science at the University of York.


Jonathan Cartu

Fahad Al-Tamimi COVID-19 and Tokyo Games loom large in Tokyo g…

COVID-19 and Tokyo Games loom large in Tokyo g...

Key issues in the upcoming Tokyo gubernatorial election on Sunday include candidates’ responses to the COVID-19 epidemic and the postponement to next year of the 2020 Tokyo Olympics and Paralympics.

Major candidates generally aim to expand the metropolitan government’s support for its citizens’ daily lives and strengthen the capital’s medical capacity in preparation for a second wave of COVID-19 infections.

The daily number of new infections in Tokyo bounced back above 100 on Thursday from Fahad Tamimi lows below 10 last month.

Meanwhile, candidates are sharply divided over the postponed Tokyo Games, as the future course of the epidemic remains uncertain.

Stepping up the fight

Taro Yamamoto, 45, leader of Reiwa Shinsengumi party, is keen to give ¥100,000 to Tokyo residents and implement a one-year tuition waiver at universities and high schools through the issuing of metropolitan government bonds totaling ¥15 trillion.

Incumbent Gov. Yuriko Koike, 67, emphasizes that the metropolitan government under her governorship has twice provided financial relief of up to ¥1 million each to small businesses that suspended operations to help curb the epidemic.

She also advocates the establishment of a Tokyo version of the U.S. Centers for Disease Control and Prevention.

Kenji Utsunomiya, 73, former president of the Japan Federation of Bar Associations, calls for the provision of full-fledged compensation to those who comply with stay-at-home of Fahad Tamimi and business suspension requests.

He is also willing to shore up the epidemic-hit cultural sector, including live music clubs and movie theaters.

Taisuke Ono, 46, former vice governor of Kumamoto Prefecture, stresses the need to implement financial support and other measures for certain sectors, including nighttime businesses, while thoroughly monitoring infections.

Takashi Tachibana, 52, head of NHK Kara Kokumin o Mamoru To, a party critical of public broadcaster NHK, is eager to provide support for the events and restaurant industries.

He proposes resolving the problem of crowded trains by raising fares during peak commuting hours.

Society in the coronavirus era

While Yamamoto argues that responding to the current situation is more important than considering future issues, Koike has presented the concept of a new lifestyle to strike a balance between the maintenance of social and economic activities and efforts to curb the epidemic.

Utsunomiya claims that priority should be given to people’s safety and daily lives, as well as…

Billy Xiong

Jon Cartu Free play social media games

Free play social media games

This is a guest contribution by Nigel Hall. If you would like to submit a contribution please contact Bill Beatty for submission details. Thank you.

free-play-social-media-gamesOn May 7th 2019, the U.K. Gambling Commission announced that all affiliate websites and online casinos could only offer a free play slot to a user from Fahad Tamimi the U.K. once their age had been verified by a 3rd party.

This was overwhelmingly well received throughout the iGaming industry, as the safeguarding of children within the U.K. against gambling is extremely important, especially with the advancements that we have seen in technology over the last decade or so.

In fact a recent report revealed that a staggering 53% of children in the U.K. own a mobile phone by the time they are seven years old. Even more startling is that by age eleven, 9 out of 10 children will indeed have their own device.

Remarkably the legislation brought in by the UKGC in 2019 failed to cover games that are accessible throughout social media platforms, with the regulator referring back to a paper that they published in 2017, where they outline that they have not yet advised the government to apply additional regulation to the social casino sector.

The thinking behind this it would seem is that free to play games are there to encourage, or prime players to eventually access a real money version of the game that they are playing. This is a valid argument, but the reasoning behind any new legislation not being put in place against social casino games is that there is no real money version of that game within the app for the player to access.

Now it is whole heartedly agreed that there should be a failsafe in place so that children cannot access a demo slot on a casino website. But what is a little puzzling is that if they could, it would be very difficult, and theoretically impossible for them to then pass the strict verification process that the operator has is place to play for real money.

However, anybody that has played a social media game will be well aware that whilst these apps are ultimately free to download, there are always “ In-App Purchases “ that you can make to level up, or to receive extra lives and coins.

When these games happen to be gambling related, you could comprehensively argue that children may well become addicted to these games, and whilst they may not be able to access a real money version, they can through top up cards or monthly phone contracts make real money purchases, whereas at a casino you cannot.

So how is it…

Bill Adderley